def enterBattle(self):
        self.suit = DistributedTutorialSuitAI(self.air)
        self.suit.generateWithRequired(self.zones['street'])

        self.building.door.setDoorLock(FADoorCodes.DEFEAT_FLUNKY_TOM)
        self.hq.door0.setDoorLock(FADoorCodes.DEFEAT_FLUNKY_HQ)
        self.hq.door1.setDoorLock(FADoorCodes.DEFEAT_FLUNKY_HQ)
    def enterBattle(self, av):
        if av:
            if (av.hasTrackAccess(0)
                    and av.hasTrackAccess(1)) or (av.hasTrackAccess(0)
                                                  and av.hasTrackAccess(2)):
                self.suit = None
                self.building.door.setDoorLock(FADoorCodes.TALK_TO_HQ)
                self.hq.door0.setDoorLock(FADoorCodes.UNLOCKED)
                self.hq.door1.setDoorLock(FADoorCodes.UNLOCKED)
            else:
                self.suit = DistributedTutorialSuitAI(self.air)
                self.suit.generateWithRequired(self.zones['street'])

                self.building.door.setDoorLock(FADoorCodes.DEFEAT_FLUNKY_TOM)
                self.hq.door0.setDoorLock(FADoorCodes.DEFEAT_FLUNKY_HQ)
                self.hq.door1.setDoorLock(FADoorCodes.DEFEAT_FLUNKY_HQ)